Merge pull request #1901 from ZappoMan/fix_stutter_on_spin

fix stutter while spinning
This commit is contained in:
Philip Rosedale 2014-02-06 07:45:33 -08:00
commit c1ab02b79d
3 changed files with 63 additions and 83 deletions

View file

@ -2053,7 +2053,7 @@ void Application::updateHoverVoxels(float deltaTime, float& distance, BoxFace& f
glm::vec4 oldVoxel(_hoverVoxel.x, _hoverVoxel.y, _hoverVoxel.z, _hoverVoxel.s);
// only do this work if MAKE_SOUND_ON_VOXEL_HOVER or MAKE_SOUND_ON_VOXEL_CLICK is enabled,
// and make sure the tree is not already busy... because otherwise you'll have to wait.
if (!(_voxels.treeIsBusy() || _mousePressed)) {
if (!_mousePressed) {
{
PerformanceWarning warn(showWarnings, "Application::updateHoverVoxels() _voxels.findRayIntersection()");
_isHoverVoxel = _voxels.findRayIntersection(_mouseRayOrigin, _mouseRayDirection, _hoverVoxel, distance, face);

View file

@ -99,8 +99,6 @@ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
_culledOnce = false;
_inhideOutOfView = false;
_treeIsBusy = false;
}
void VoxelSystem::elementDeleted(OctreeElement* element) {
@ -594,9 +592,10 @@ int VoxelSystem::parseData(const QByteArray& packet) {
}
if (sectionLength) {
PerformanceWarning warn(showTimingDetails, "VoxelSystem::parseData() section");
// ask the VoxelTree to read the bitstream into the tree
ReadBitstreamToTreeParams args(packetIsColored ? WANT_COLOR : NO_COLOR, WANT_EXISTS_BITS, NULL, getDataSourceUUID());
lockTree();
_tree->lockForWrite();
VoxelPacketData packetData(packetIsCompressed);
packetData.loadFinalizedContent(dataAt, sectionLength);
if (Application::getInstance()->getLogger()->extraDebugging()) {
@ -608,7 +607,7 @@ int VoxelSystem::parseData(const QByteArray& packet) {
packetData.getUncompressedSize());
}
_tree->readBitstreamToTree(packetData.getUncompressedData(), packetData.getUncompressedSize(), args);
unlockTree();
_tree->unlock();
dataBytes -= sectionLength;
dataAt += sectionLength;
@ -1395,9 +1394,11 @@ void VoxelSystem::removeScaleAndReleaseProgram(bool texture) {
int VoxelSystem::_nodeCount = 0;
void VoxelSystem::killLocalVoxels() {
lockTree();
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"VoxelSystem::killLocalVoxels()");
_tree->lockForWrite();
_tree->eraseAllOctreeElements();
unlockTree();
_tree->unlock();
clearFreeBufferIndexes();
_voxelsInReadArrays = 0; // do we need to do this?
setupNewVoxelsForDrawing();
@ -1416,10 +1417,12 @@ bool VoxelSystem::clearAllNodesBufferIndexOperation(OctreeElement* element, void
}
void VoxelSystem::clearAllNodesBufferIndex() {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"VoxelSystem::clearAllNodesBufferIndex()");
_nodeCount = 0;
lockTree();
_tree->lockForRead(); // we won't change the tree so it's ok to treat this as a read
_tree->recurseTreeWithOperation(clearAllNodesBufferIndexOperation);
unlockTree();
_tree->unlock();
if (Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings)) {
qDebug("clearing buffer index of %d nodes", _nodeCount);
}
@ -1481,7 +1484,8 @@ bool VoxelSystem::trueColorizeOperation(OctreeElement* element, void* extraData)
}
void VoxelSystem::trueColorize() {
PerformanceWarning warn(true, "trueColorize()",true);
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"trueColorize()",true);
_nodeCount = 0;
_tree->recurseTreeWithOperation(trueColorizeOperation);
qDebug("setting true color for %d nodes", _nodeCount);
@ -1951,9 +1955,13 @@ void VoxelSystem::hideOutOfView(bool forceFullFrustum) {
return;
}
lockTree();
_tree->recurseTreeWithOperation(hideOutOfViewOperation,(void*)&args);
unlockTree();
{
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"VoxelSystem::... recurseTreeWithOperation(hideOutOfViewOperation)");
_tree->lockForRead();
_tree->recurseTreeWithOperation(hideOutOfViewOperation,(void*)&args);
_tree->unlock();
}
_lastCulledViewFrustum = args.thisViewFrustum; // save last stable
_culledOnce = true;
@ -2150,35 +2158,47 @@ bool VoxelSystem::hideOutOfViewOperation(OctreeElement* element, void* extraData
bool VoxelSystem::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
VoxelDetail& detail, float& distance, BoxFace& face) {
lockTree();
OctreeElement* element;
if (!_tree->findRayIntersection(origin, direction, element, distance, face)) {
unlockTree();
return false;
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"VoxelSystem::findRayIntersection()");
bool result = false; // assume no intersection
if (_tree->tryLockForRead()) {
OctreeElement* element;
result = _tree->findRayIntersection(origin, direction, element, distance, face);
if (result) {
VoxelTreeElement* voxel = (VoxelTreeElement*)element;
detail.x = voxel->getCorner().x;
detail.y = voxel->getCorner().y;
detail.z = voxel->getCorner().z;
detail.s = voxel->getScale();
detail.red = voxel->getColor()[0];
detail.green = voxel->getColor()[1];
detail.blue = voxel->getColor()[2];
}
_tree->unlock();
}
VoxelTreeElement* voxel = (VoxelTreeElement*)element;
detail.x = voxel->getCorner().x;
detail.y = voxel->getCorner().y;
detail.z = voxel->getCorner().z;
detail.s = voxel->getScale();
detail.red = voxel->getColor()[0];
detail.green = voxel->getColor()[1];
detail.blue = voxel->getColor()[2];
unlockTree();
return true;
return result;
}
bool VoxelSystem::findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration) {
lockTree();
bool result = _tree->findSpherePenetration(center, radius, penetration);
unlockTree();
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"VoxelSystem::findSpherePenetration()");
bool result = false; // assume no penetration
if (_tree->tryLockForRead()) {
result = _tree->findSpherePenetration(center, radius, penetration);
_tree->unlock();
}
return result;
}
bool VoxelSystem::findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration) {
lockTree();
bool result = _tree->findCapsulePenetration(start, end, radius, penetration);
unlockTree();
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"VoxelSystem::findCapsulePenetration()");
bool result = false; // assume no penetration
if (_tree->tryLockForRead()) {
result = _tree->findCapsulePenetration(start, end, radius, penetration);
_tree->unlock();
}
return result;
}
@ -2354,13 +2374,14 @@ void VoxelSystem::collectStatsForTreesAndVBOs() {
void VoxelSystem::deleteVoxelAt(float x, float y, float z, float s) {
lockTree();
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"VoxelSystem::deleteVoxelAt()");
_tree->lockForWrite();
_tree->deleteVoxelAt(x, y, z, s);
unlockTree();
_tree->unlock();
// redraw!
setupNewVoxelsForDrawing(); // do we even need to do this? Or will the next network receive kick in?
};
VoxelTreeElement* VoxelSystem::getVoxelAt(float x, float y, float z, float s) const {
@ -2370,10 +2391,12 @@ VoxelTreeElement* VoxelSystem::getVoxelAt(float x, float y, float z, float s) co
void VoxelSystem::createVoxel(float x, float y, float z, float s,
unsigned char red, unsigned char green, unsigned char blue, bool destructive) {
//qDebug("VoxelSystem::createVoxel(%f,%f,%f,%f)\n",x,y,z,s);
lockTree();
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"VoxelSystem::createVoxel()");
_tree->lockForWrite();
_tree->createVoxel(x, y, z, s, red, green, blue, destructive);
unlockTree();
_tree->unlock();
setupNewVoxelsForDrawing();
};
@ -2744,37 +2767,3 @@ unsigned long VoxelSystem::getVoxelMemoryUsageGPU() {
return (_initialMemoryUsageGPU - currentFreeMemory);
}
void VoxelSystem::lockTree() {
_treeLock.lock();
_treeIsBusy = true;
}
void VoxelSystem::unlockTree() {
_treeIsBusy = false;
_treeLock.unlock();
}
void VoxelSystem::localVoxelCacheLoaded() {
qDebug() << "localVoxelCacheLoaded()";
// Make sure that the application has properly set up the view frustum for our loaded state
Application::getInstance()->initAvatarAndViewFrustum();
_tree->setDirtyBit(); // make sure the tree thinks it's dirty
_setupNewVoxelsForDrawingLastFinished = 0; // don't allow the setupNewVoxelsForDrawing() shortcuts
_writeRenderFullVBO = true; // this will disable individual node updates, was reset by killLocalVoxels()
setupNewVoxelsForDrawing();
_inhideOutOfView = false; // reenable hideOutOfView behavior
}
void VoxelSystem::beginLoadingLocalVoxelCache() {
qDebug() << "beginLoadingLocalVoxelCache()";
_writeRenderFullVBO = true; // this will disable individual node updates
_inhideOutOfView = true; // this will disable hidOutOfView which we want to do until local cache is loaded
killLocalVoxels();
qDebug() << "DONE beginLoadingLocalVoxelCache()";
}

View file

@ -110,8 +110,6 @@ public:
virtual void elementDeleted(OctreeElement* element);
virtual void elementUpdated(OctreeElement* element);
bool treeIsBusy() const { return _treeIsBusy; }
VoxelTreeElement* getVoxelEnclosing(const glm::vec3& point);
signals:
@ -144,9 +142,6 @@ public slots:
void setUseVoxelShader(bool useVoxelShader);
void setVoxelsAsPoints(bool voxelsAsPoints);
void localVoxelCacheLoaded();
void beginLoadingLocalVoxelCache();
protected:
float _treeScale;
unsigned long _maxVoxels;
@ -304,10 +299,6 @@ private:
bool _useFastVoxelPipeline;
bool _inhideOutOfView;
bool _treeIsBusy; // is the tree mutex locked? if so, it's busy, and if you can avoid it, don't access the tree
void lockTree();
void unlockTree();
};
#endif